PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge Class Reference

This component synchronizes 2D Action RPG data with Dialogue System data. More...

Inheritance diagram for PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge:
Collaboration diagram for PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge:

Public Member Functions

void OnConversationStart (Transform actor)
 Prepares to run a conversation by freezing the player (if ticked), syncing data to Lua, and setting the NPC to "talking" mode. More...
 
void OnConversationEnd (Transform actor)
 At the end of a conversation, unfreezes the player, syncs data back from Lua, and turns off the NPC's "talking" mode. More...
 
void FreezePlayer ()
 Freezes the player. More...
 
void UnfreezePlayer ()
 Unfreezes the player. More...
 
void SetPlayerControl (bool value)
 
void SyncToLua ()
 Syncs data to Lua. More...
 
void SyncFromLua ()
 Syncs back from Lua. More...
 

Public Attributes

GameObject inventory
 A reference to the inventory object. More...
 
string[] variables = new string[] { "playerHealth", "money", "slotSet", "sword", "bow", "wand", "potion" }
 The variables that are synchronized. More...
 
bool freezePlayerDuringConversations = false
 If ticked, player movement control is disabled during conversations. More...
 
bool includeSimStatus = false
 If ticked, save data will include dialogue entry status (offered and/or spoken). More...
 

Detailed Description

This component synchronizes 2D Action RPG data with Dialogue System data.

Add it to your Dialogue Manager object.

Member Function Documentation

◆ FreezePlayer()

void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.FreezePlayer ( )

Freezes the player.

◆ OnConversationEnd()

void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.OnConversationEnd ( Transform  actor)

At the end of a conversation, unfreezes the player, syncs data back from Lua, and turns off the NPC's "talking" mode.

Parameters
actorActor.

◆ OnConversationStart()

void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.OnConversationStart ( Transform  actor)

Prepares to run a conversation by freezing the player (if ticked), syncing data to Lua, and setting the NPC to "talking" mode.

Parameters
actorThe other actor.

◆ SetPlayerControl()

void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.SetPlayerControl ( bool  value)

◆ SyncFromLua()

void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.SyncFromLua ( )

Syncs back from Lua.

◆ SyncToLua()

void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.SyncToLua ( )

Syncs data to Lua.

◆ UnfreezePlayer()

void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.UnfreezePlayer ( )

Unfreezes the player.

Member Data Documentation

◆ freezePlayerDuringConversations

bool PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.freezePlayerDuringConversations = false

If ticked, player movement control is disabled during conversations.

◆ includeSimStatus

bool PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.includeSimStatus = false

If ticked, save data will include dialogue entry status (offered and/or spoken).

◆ inventory

GameObject PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.inventory

A reference to the inventory object.

◆ variables

string [] PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.variables = new string[] { "playerHealth", "money", "slotSet", "sword", "bow", "wand", "potion" }

The variables that are synchronized.

These should also include all itemIds.


The documentation for this class was generated from the following file: